Current Career: NAVY PRIVATEER

The Navy cannot be everywhere at once and so they offer EX Navy members to join this crew and still support the Navy in various ways. Mostly like a reserve, they do not use these in combat, but more as support, drop off and pick ups, and moving troops and equipment around, If they are needed nearby they will call on for help but that is not what this group is meant for. If you do not have your own ship Navy lends you one while on the job. The bonuses they give out at the end of our are ship shares so can get your own ship in the end. If you did 4 terms in the Navy if you do 4 years with these guys the Navy grants you retirement 1st level.   Routine Tasks: Drop off and Pick up troops and equipment in Hot Zones, Give last min air support if needed in the area, talk to active members about what waits for them after the navy (Like what you're doing), and visit schools to help drum up new recruits. IF fights break out they are to end them fast and get out, they are train to strike fast, first and withdraw.   Wage bonus: 250 cr   Check: Pilot, Tactics, Diplomacy   Bonus pay: This is added to the monthly pay you get at that officer level.                  
RankEnlistedBenefitsRankOfficerBenefitsPay Bonus
E1 First Circle Pilot Skill O1 Diplomacy Skill
E2 Second Circle O2
E3 Third Circle Navy Quick Draw feat O3 Rally the Troops
E4 Double Circle O4 +250
E5 First Sergeant First Strike O5
E6 Second Segerant O6 Critical First Strike +500
     
Career ProgressSurvivalAdvancement
Ship Post Dec +8 EDU 9 + Rank
People Post Cha 7+ Int 7 + Rank
                         
Roll the dice 2d6Mishaps
2 Severely injured. Roll twice on the Injuries and Medical Coverage and take the lower result.
3 Scapegoat. A ship or facility is damaged by pirates and even though you weren’t there, you are blamed. Gain an Enemy
4 Rogue. You find out that you're not working for the navy and are now hunted. Gain an Enemy.
5 Overwhelmed. Your ship is attacked by superior numbers and damaged. Roll on the Injuries and Medical Coverage and gain an Enemy.
6 Competition. Your contract is terminated in favour of one of your rivals. Turn one Rival into an Enemy. If you have no Rivals, you gain an Enemy.
7 Injured – Injuries and Medical Coverage
8 Cutbacks. Budgetary cutbacks force your employer to let you go. You may keep your benefits roll for this term.
9 Your work ends up coming home with you and someone gets hurt. Choose one of your Contacts, Allies or family members and throw twice on the Injuries and Medical Coverage for them, taking the lower result.
10 Damaged. Your ship is severely damaged in a battle. You escape in an escape pod but, by the time you are rescued, your contract has been terminated. Roll on the Injuries and Medical Coverage and gain an Enemy.
11 Someone attempts to assassinate you. Throw Con DC 12. If you fail, throw on the Injuries and Medical Coverage . If you succeed, gain an Enemy.
12 Betrayed. You are betrayed by your employer and are fired. Gain 1d3 Navy Enemies.
See Current Careers: How Events Work                                                                    
Roll the dice 2d6Event
10 - 11 Disaster! Throw on the Mishap Table, but you are not ejected from this career.
12 An investigation takes a dangerous turn. Throw Streetwise DC 12. If you fail, throw on the Mishap Table. If you succeed, gain Bluff or gain Restricted: Jack of all Skills
13 You are attacked by a navy rival. Throw Diplomat or Social Standing 12+. If you fail, you lose one Rank and take –1 DM on your next Advancement roll. roll for continued employment with a +5 DC increase.
14 You are asked to volunteer for a hazardous mission. If you accept, throw Dexterity DC 12 If you fail, throw on the Injuries and Medical Coverage . If you succeed, gain one skill in the following: Pilot (any), Skill Restricted: Streetwise Wis or Acrobatics and +2 on your next Advancement throw. If you don't Lose 1 rank.
15 You investigate a gambling ring. Throw Intelligence 12+ to Gain Restricted Skills: Gambling INT
16-20 You are assigned to a Ceremonial detail. Roll Diplomacy DC 12, Pass +1 SOC, Fail if you anger the wrong person you are demoted roll for continued employment with a +5 DC increase.
21 Your ship is accused of exceeding the powers and impersonating the Navy. Throw Education 12+. If you fail, the entire crew is sent to prison and you must take the Prisoner
22 You are assigned to work on a secret project. Gain one Skill: Heal, Any Science (any) 1, Computer Use(Any), or Knowledge Arcane.
23 Your ship is part of a larger mercenary company involving both starships and ground troops. Throw Education 12+. If you succeed, gain Knowledge (Tactics) or Pilot. If you fail, take –1 DM on your next Advancement roll.
24 You are presented with the chance to keep some confiscated goods. If you attempt to keep them, throw Bluff 12+ to gain +1 on a benefit throw, if you fail your throw, lose one level of Rank.
25 You spend time working in a mundane society. Throw Education DC 12 to gain Craft(any) or Profession(any).
26-30 The Navy asks you to do something illegal or immoral. If you choose to do it, gain an extra benefit roll at end of year. If you refuse, gain +4 DM on your next Advancement roll.
31-36 Life Event. Throw on the Life Events Table.
37-41 During a mission, you are forced to choose between chasing down the enemy or protecting civilians. If you choose to chase the enemy, gain +1 DM on your next Advancement roll and an Enemy. If you choose to protect the civilians, take –1 DM on your next Advancement roll and gain an Ally. add +5 to Maintain Employment roll.
42 You are involved in a major fight in the city. Throw Con DC 12 to avoid a roll on theInjuries and Medical Coverage Gain an extra throw on your Benefit roll.
43 You are asked to protect a group of people that do not have the money to pay you. If you protect them anyway, take –1 DM on one benefit roll but gain an Ally. If you refuse to help them, gain an Enemy. Either way service is not impressed and you are demoted or lose a rank(if not an officer) Maintain employment DC -5
44 You go undercover to investigate an enemy. Throw Bluff DC 12. If you succeed, throw it immediately on the Rogue Events Tables. If you fail, throw it immediately on the Rogue Mishap Table, Maintain employment DC -5
45 You are forced to make a decision that causes the death of 1d3 crewmembers in order to save the crew. Throw Intelligence 12+ You gain +4 on your next Advancement throw. Either way, you gain an Enemy for every crew member who died. Maintain employment roll goes up by 2 for every crew member dead. Maintain employment DC -5
46-48 Everything that could go wrong did go wrong. Throw Intelligence DC 12 to gain Restricted: Jack of all Skills .
49-51 While searching an enemy vessel, you find something of great value. If you choose to keep it, throw Bluff or Intelligence 12+. If you succeed, gain an extra benefit roll. If you fail, reduce your Rank by one. If you turn the item over to your employer, gain +2 DM on your next Advancement roll.
52 You are involved in complex negotiations for a psion release. Throw Education DC 12. If you succeed, gain +1 on one cash roll.
53 A quiet mission allows you to improve yourself. Increase any one Career Skill by 1.(other than Restricted Skill: Jack of All Trades )
54 Somehow you learned something. Throw Education DC 12. If you succeed gain Any Computer Use (any)roll for continued employment with a -5 DC.
55 You are captured and interrogated by the enemy. You manage to escape or be rescued (or did they let you go...). Gain either Skill Restricted: Streetwise Wis or unarmed Combat Feat. Maintain employment DC +5.
56-60 Your hard work is acknowledged. Gain a +1 on your next Advancement roll. Maintain employment DC -5
61 You gain a mentor. Gain an Ally and +4 DM on your next Advancement roll thanks to his aid.
62 You have the chance to save a senior officer. If you take the chance, throw Dexterity 12+ If you fail, throw on the Injuries and Medical Coverage and Maintain employment DC -5. If you succeed, gain an Ally, and an automatic promotion.
63 A Noble hires you to attack another Noble. Throw Social Standing 12+. If you succeed, gain +1 DM to one benefit roll and a Noble Contact. If you fail, you lose one benefit roll and gain a Noble Rival.
64 You save the life of a superior and to thank you, you are offered part ownership in the ship. Gain a Ship Share towards a Mercenary Cruiser or similar ship.
65 You are selected for Officer School. Throw Intelligence dc 17 to be Commissioned. If you are already an officer, gain +2 DM on your next advancement. Maintain employment DC auto pass
66 Your work has been exceptional; you are Commissioned as an Officer or are automatically promoted (Players Choice). Auto pass Maintain employment.

Mustering Out Rolls

Roll Cash Material
1 100 Weapon
2 200 Age Reversal
3 500 Ship Share
4 750 Ship Sharex2
5 1000 Loan of Ship off the job
6 2500 Ship Sharex10
7 5000 High Passagex2

RANK ABILITIES

 

Navy Quick Draw

While on the job you can draw any weapon and put it away as a free action.     

First to Strike (Ex)

While on the Job, you can act in surprise rounds,  even if you fail to notice the attack. You are still flat-footed until you act. When starting in the surprise round, you get to add your Rank to your Init roll.    

Critical First Strike (Ex)

If you are not surprised and your target is and is flat-footed in the opening surprise round, your first attack can auto critical hit. You must decide before rolling of dice and this can only be done once every 24 hours and never on the same target twice even after 24 hours have past.    

Rally the Troops (Combat)

As a move action, you can attempt to help any other NAVY PRIVATEER shrug off minor injuries. Make a Bluff or Diplomacy check opposed by the allies Sense Motive check. The ally gains a number of temporary hp equal to the amount your check exceeds their check with a maximum not to exceed your Charisma bonus x rank or their total HPs. These temporary HP wear off after 1 minute. A creature may not gain temporary hp from this ability more than once per day and you can only do it 3 times a day max.

Background Career: Alternate class abilities

 

Starship Evasion (Ex):

May make a Reflex Save DC 15 +1 for every 10 points of damage taken to reduce any damage to his starship by 1⁄2. If the Pilot fails this Save, his craft takes full damage. The defense modifier of the starship (positive or negative) is applied to the Pilot’s Reflex Save. This ability may not be used by a craft larger than G size. Must have Damage Control to take this.  

Improved Starship Evasion (Ex):

May make a Reflex Save DC 15 +1 for every 10 points of damage taken to reduce any damage to his starship to zero. If the Pilot fails this Save, his craft takes full damage. The defense modifier of the starship (positive or negative) is applied to the Pilot’s Reflex Save. This ability may not be used by a craft larger than G size. This ability may only be used once per round. Must be 10th-level Navy to take this.  

Power Down!

When engaged in a starship battle your reflexes are so sharp you can shut down all nonessential systems and drift almost undetectable by sensors. At any turn where your ship loses line of sight of the ship you are piloting, you can power down the ship as a free action. When ships are trying to detect you, they have a -15 to any check and you have 40% miss chance on any attacks even if you do detect you. You cannot move or fire while under this effect. It takes a move action to fully power up your ship again.    

Damage Control:

When making checks to use damage Control can add his 1/2 his navy rank level to the damage fixed each round.  

Tactics Experience:

When rolling for Piloting at the beginning of combat, can take 10 on your roll, if you take this twice can take 20. This only works on 1st round of ship-to-ship combat. Must have Command Presence.  

The Right Stuff:

Some pilots have the right stuff and some don’t. Get into a dogfight and you’ll find out who is who quickly. He may add his navy levels to any piloting check a number of times per combat equal to his Dex modifier. Must use this before the dice are rolled.  

Outside of the Envelope (Ex):

Hotshots love speed above all else. As a famous military strategist once intoned, “speed kills”. Hotshots live (and die) by this motto. A number of times per combat equal to Dex Modifier, the Hotshot may add a +1 to the hex movement of his craft for one round per every 5 levels of character. By taking this a 2nd time can add +2 hexes.